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If the system has a very strong meta - it's not complex at all. If there are multiple ways of correct builds - it's complex enough.
The way I see old editions, are spreadshits with a headache. Copy paste builds too. So, why bother with that and deleting potential playerbase, instead of using general public friendly 5e and adding homebrew? Gear, especially weapons, have their own unique stuff. Spells are more complex, then it seems from the first sight.
The only thing is the difficulty, more like enemies are dying too fast. But that's just numbers, I don't mind some sort of "Astral" difficulty with health and stats for enemies being boosted by 50% (not abilities, since the affect everything).
Imagine trying to jank the scope of either Pathfinder game into the DOS2 engine though
What I dont need in this game is the dice to be shown, I dont want to click it, I dont want to see it, just do it in the background and show it in the dialogue field like in BG1,2
As someone who has been tabletop gaming since AD&D, it's the absolute worst ruleset I've played. Even worse than fourth.
Take 5 fresh players that never played d&d before... Start a game as a dm with 4e ruleset..... And you wish for 5e quite fast -)
4th edition does integrate MMO players pretty well though, especially if you have card decks for the class abilities & spells.
All the characters in Solasta are voiced and, depending on the background you choose, may have their own, voiced sidequests. Solasta has a lot more options but, they are working from SRD so they are slightly different in some parts from PHB+.
If you do play, I highly recommend the Unfinished Business mod. Still, without it, it handles 5E better than BG3.
Thanks!
5e is good for tapletop as it's easy to get in to and to dm. But more complex games need heavy house rouling. Specially late level campaings need a really good dm to stay valid, as well as rules to limit people for using the broken builds.
It's not ideal for game play on pc, though earlier levels it's decent there with good balancing ( Solasta battle system is pretty neat as example).
It's why I like The patfinder games.
Pathfinder first ed is a nightmare for new players to start, but on pc it's still somewhat taunting, but you can find all the info as you level up + all the abilities can be neatly organised and the math does itself.
This allows some very fun builds role play and late game encounters + difficulty tweaking.
5 e is .. still in its core "easy to learn" for pc games. Which makes it less interesting.
Best example with magic - direct damage in table-top is nerfed into dust because of poor casual players don't want to be ruined in each fight (true it's boring to do nothing while rest of party is busy fighting). But this is absolutely not a problem for CRPG, when single player control a several characters.
As result whole D&D series turned into hilarious "swords stronger then magic" despite of melee combat mechanics being very primitive and bland too.
A big issue with rule systems like 3.5e and Pathfinder is that while they have a lot of depth and customization, the systems are so complex and the difference between an optimized build vs an unoptimized one is so exponentially large that it’s really hard to get in and enjoy the roleplaying elements unless you’re willing to spend hours researching character guides. Pathfinder 1e specifically suffers so much from its optimization problem that actual combat basically stops mattering by level 10-15 since optimized stats have ballooned to such a point where it just becomes a question whose pre-buffed stats are bigger. If you are not willing to spend time researching how to properly optimize your starts or just want to focus on roleplaying interesting character concepts, games like Pathfinder WotR quickly become insufferable to play by level 10 due to these issues.
So, when you look from the perspective of just wanting to make a fun ROLEplaying game first and foremost, that’s what makes 5e such a good system for a crpg. It’s not complex or have that much depth to it, but it doesn’t need to be. The appeal of BG3 is not to be a super complex action game where you have to keep and manage all these complex stats and character build options, it’s about creating interesting and varied roleplaying encounters giving players the tools to tackle them however they want. The faster and easier to understand the tools are for players, the faster Larian can start getting them to real juicy parts of the game.